| Foreword | p. xi |
| Introduction | p. 1 |
| This Virtual Life | |
| Perception and Representation | p. 7 |
| Perception | p. 8 |
| Illusion, magic and the paranormal | p. 18 |
| Representation in the arts and the media | p. 23 |
| The false world of fame | p. 27 |
| Reality, Deception and Spin | p. 31 |
| Reality TV | p. 32 |
| Truth, lies and deception | p. 37 |
| Spin in politics | p. 42 |
| Spin in the media | p. 48 |
| Escapism | |
| What is Escapism? | p. 53 |
| Definitions of escapism | p. 53 |
| What is this 'reality' we are escaping from? | p. 56 |
| What are the popular escapist activities? | p. 58 |
| Our hierarchy of needs | p. 65 |
| Escapism, transcendence and escape | p. 67 |
| What motivates escapism? | p. 70 |
| Healthy and Unhealthy Escapism | p. 73 |
| 'Flight from reality' | p. 74 |
| Positive uses of escapism | p. 75 |
| Escapism in psychology and psychoanalysis | p. 77 |
| Escapism and pastimes--how we structure time | p. 79 |
| Escapism as denial | p. 80 |
| Unhealthy escapism--the addictions | p. 81 |
| What Defines the Escapist? | p. 93 |
| Defining the 'escapist' | p. 94 |
| Escapism and creativity | p. 100 |
| Escapism and procrastination | p. 102 |
| Escapism and romance | p. 105 |
| Victims of new technology | p. 106 |
| Male-female differences | p. 106 |
| A typical escapist profile | p. 108 |
| Escapism in the Arts and the Media | p. 109 |
| Escapism in film | p. 110 |
| Escape through humour | p. 113 |
| Escapism in literature--from Don Quixote to Catch-22 | p. 119 |
| Simulation | |
| Simulation and Creativity in Human Evolution | p. 143 |
| Imagination, the double-edged sword | p. 144 |
| Incubation in creativity | p. 146 |
| Science fiction | p. 148 |
| Robots and androids | p. 152 |
| Cyborgs | p. 155 |
| Expert systems and simulated worlds | p. 156 |
| Artificial intelligence | p. 158 |
| The new genetics--cloning, biotechnology, genetic modification | p. 162 |
| Games | p. 164 |
| Historic contests | p. 164 |
| Games as simulations of aggression | p. 166 |
| Games and pastimes | p. 167 |
| Computer and video games | p. 170 |
| Positive uses of games | p. 172 |
| Video games and aggression | p. 173 |
| Other effects of video and computer games | p. 175 |
| Games and film | p. 177 |
| Death in games | p. 179 |
| The future of computer games | p. 181 |
| From Cartoon to Virtual Reality | p. 183 |
| Puppets and cartoons | p. 186 |
| Computer graphics and animation | p. 186 |
| Virtual Environments (VEs) | p. 188 |
| Avatars--cyber androids | p. 189 |
| Virtual reality | p. 193 |
| The Net | p. 205 |
| Computer phobia | p. 206 |
| The N-Generation | p. 209 |
| Internet addiction | p. 210 |
| Literature on the Net | p. 214 |
| The sociology of the Net | p. 215 |
| Online sex | p. 216 |
| The expanding Net--convergence and new media | p. 218 |
| Into the Future--The knotty problems of cyberspace | p. 226 |
| Utopia or dystopia? | p. 227 |
| Virtual workplaces and teleworking | p. 234 |
| Cultural impacts of new technology | p. 237 |
| Privacy and surveillance | p. 239 |
| A cyberculture underground? | p. 242 |
| Individualism and the Net | p. 243 |
| The Internet and the law | p. 244 |
| Censorship of the new mass media | p. 246 |
| What will be the effects of future technology on people? | p. 251 |
| References | p. 258 |
| Index | p. 269 |
| About the Author | p. 275 |
| Table of Contents provided by Syndetics. All Rights Reserved. |